Search found 329 matches
- Fri Apr 11, 2025 7:51 am
- Forum: Assets (and other stuff)
- Topic: IDENTIFICATION ISSUES where is this sprite from?
- Replies: 0
- Views: 510
IDENTIFICATION ISSUES where is this sprite from?
Hi. Seen these sprite in a wad: anomaly deimos where it replaced the health bonuses. or was it armor. nevertheless. Where is it originally from? And most importantly who is the author? BON1A0.png I plan to use it as a basis for something in my own works, so I need this info to give proper credit ...
- Tue Feb 25, 2025 7:16 pm
- Forum: Scripting
- Topic: Possibility to change or set actors states?
- Replies: 2
- Views: 995
Re: Possibility to change or set actors states?
Thank you very much. I wonder how I did not find that function while I was browsing! 

- Tue Feb 25, 2025 5:19 pm
- Forum: Scripting
- Topic: Possibility to change or set actors states?
- Replies: 2
- Views: 995
Possibility to change or set actors states?
Hi! I began to wonder is there any way to set a state of an actor via script etc? Say that an actor has a state called "jump" which makes the actor well, jump. Can you make the actor go into this state say by crossing a linedef in a map that would command the actor to go into that state? Or if you ...
- Sat Oct 26, 2024 11:55 am
- Forum: Scripting
- Topic: Visual triggers?
- Replies: 2
- Views: 198
Re: Visual triggers?
thanks. I shall fiddle around with this. 

- Thu Oct 24, 2024 3:18 pm
- Forum: Scripting
- Topic: Weapons that cannot be picked up if one already in possession?
- Replies: 4
- Views: 435
Re: Weapons that cannot be picked up if one already in possession?
I see. I shall look into that. Thank you. 

- Thu Oct 24, 2024 3:12 pm
- Forum: Scripting
- Topic: Visual triggers?
- Replies: 2
- Views: 198
Visual triggers?
Hi! How hard would this be to pull off? Don't quite know where to start. Something with linetrace function? My idea is that whether a player is staring at something, be it an object or a spesific part of a wall, an event would happen. Like monster spooking you only if it is in direct view ...
- Sat Oct 19, 2024 5:33 pm
- Forum: Scripting
- Topic: You cannot use clearepisodes in a MAPINFO if you do not define any new episodes after it.
- Replies: 7
- Views: 418
Re: You cannot use clearepisodes in a MAPINFO if you do not define any new episodes after it.
For some reason you have to use clear episodes and define a new episode for your standalone ipk3 to work. That alone is not enough. You also need to define new skills. just add this before your other map definitions: clearepisodes episode MAP01 //This should be named the same as the first map you ...
- Sat Oct 19, 2024 4:52 pm
- Forum: Scripting
- Topic: Weapons that cannot be picked up if one already in possession?
- Replies: 4
- Views: 435
Re: Weapons that cannot be picked up if one already in possession?
Thank you. I shall try this. 
What function to override for dropping the item? as when you drop the item I need to set the variable so that
the dropped weapon or another melee weapon could be picked up?
DetachFromOwner() ?

What function to override for dropping the item? as when you drop the item I need to set the variable so that
the dropped weapon or another melee weapon could be picked up?
DetachFromOwner() ?
- Sat Oct 19, 2024 5:59 am
- Forum: Scripting
- Topic: Weapons that cannot be picked up if one already in possession?
- Replies: 4
- Views: 435
Weapons that cannot be picked up if one already in possession?
Hello. This is probably quite simple to do. But I just don't know where to start. I have this idea that player could use various items for melee. Wrenches, crowbars, pipes etc. Now the idea is that the player may have only one melee weapon at a time. And would need to drop the current one in order ...
- Mon Sep 16, 2024 8:21 pm
- Forum: Mapping
- Topic: Necessity of TEXTUREs lumps?
- Replies: 2
- Views: 1952
Re: Necessity of TEXTUREs lumps?
Nevermind. Wiki clearly states that the lump is only necessary for vanilla projects etc. Modern projects do not require the usage of lumps.
- Mon Sep 16, 2024 7:59 pm
- Forum: Mapping
- Topic: Necessity of TEXTUREs lumps?
- Replies: 2
- Views: 1952
Necessity of TEXTUREs lumps?
Hello!
Began to wonder. While working with pk3 structures, how necessary are TEXTURE lumps.
As all the textures and flats work as png files in their corresponding folders even when
without them being defined in a TEXTURE lump.
Is it even necessary?
Thanks in advance.
Began to wonder. While working with pk3 structures, how necessary are TEXTURE lumps.
As all the textures and flats work as png files in their corresponding folders even when
without them being defined in a TEXTURE lump.
Is it even necessary?
Thanks in advance.

- Fri Aug 09, 2024 9:02 am
- Forum: Mapping
- Topic: Selectively Disable dynamic lights in sectors?
- Replies: 2
- Views: 2172
Selectively Disable dynamic lights in sectors?
Hello.
Is it possible to set sector to be not affected by dynamic lights?
Could you do that to a linedef too?
Messing around and trying to find ways to have more control with
shadows etc.
Can you add a custom field parameter etc?
Is it possible to set sector to be not affected by dynamic lights?
Could you do that to a linedef too?
Messing around and trying to find ways to have more control with
shadows etc.
Can you add a custom field parameter etc?
- Mon Jul 22, 2024 9:41 pm
- Forum: Scripting
- Topic: Activating monsters via script?
- Replies: 2
- Views: 221
Re: Activating monsters via script?
Ah! Thank you. I shall give this a try!
- Mon Jul 22, 2024 7:53 pm
- Forum: Scripting
- Topic: Activating monsters via script?
- Replies: 2
- Views: 221
Activating monsters via script?
Hi! I like to use interactive portals, as they open lots of complicated architectural possibilities. However. One limitation of these portals, is that the dormant monsters do not see you through them. If you shoot (make a sound) in the area the portal is connected, this does wake the monster up and ...
- Mon Jul 22, 2024 7:47 pm
- Forum: Scripting
- Topic: Dodging monster possibility?
- Replies: 2
- Views: 260
Re: Dodging monster possibility?
Thank you. I'll try this out. 
